Difference between revisions of "Authoring Interactive Media Resources"

esse quam videri
Jump to: navigation, search
(New page: Authoring Interactive Media Resources Concepts and Topics 1. Review Compression (covered in DID) a. Algorithms 1. lossless 2. lossy b. File formats 1. .jpg 2. .gif 3. .png 2. Review res...)
 
Line 155: Line 155:
 
i. Iterative design (versioning)
 
i. Iterative design (versioning)
 
j. Goal Oriented Media
 
j. Goal Oriented Media
 +
 +
 +
Example class structures, projects and assignments: http://imamp.colum.edu/mediawiki/index.php/Authoring_Interactive_Media

Revision as of 21:04, 29 August 2007

Authoring Interactive Media Resources


Concepts and Topics 1. Review Compression (covered in DID) a. Algorithms 1. lossless 2. lossy b. File formats 1. .jpg 2. .gif 3. .png 2. Review resolution (covered in DID) a. DPI 3. Using Media a. Importance of students using own media b. Alternative Sources 1. Creative Commons 2. Open Source 3. Crediting sources c. Copyright Issues 4. About the Web a. Brief history of the Internet b. Internet vs. WWW c. Evolution of markup - where it came from, where it is going. d. Broad context of HTML/XHTML/CSS/XML (how the languages are related and which are used together) 5. Standards a. Why it is important to author using standard specifications b. Creators of the standards 1. W3C (XHTML, XML, and CSS) c. Validating 1. DTD d. Well-formed 6. Authoring in the current recommended markup language specification (XHTML) a. WYSIWYG editors (such as Dreamweaver) vs. using a text editor b. Syntax - Basic syntax form <element attribute="value"> </element>, and <element attribute="value" /> 1. entities 2. attributes 3. values 4. Block level vs. in-line 1. DIVs vs. Spans 5. Container (“non-empty”) vs. Non-container (“empty”) tags 7. Structure vs. Presentation a. XHTML – structure (and what that means) b. CSS – presentation (and what that means) c. Reasons why presentation should be separated from structure 8. Interactivity in a browser a. ECMAscript/JavaScript 9. Forms a. What they are and how to use them b. Elements 1. Input boxes 2. Check boxes 3. Radio boxes 4. Textarea 5. Select 6. Standard Buttons 1. Submit 2. Reset 7. Graphic Buttons c. Action d. Method 1. Get 2. Post e. adf 10. Linking a. Anchor tags 1. Linking to an external page 2. Linking within a page b. Absolute vs. relative paths c. Opening a link in a new window or the same window using the target attribute 11. Organizing files a. File naming (and naming conventions) b. Directory structures (examples of ways in which to structure a directory) 12. Posting to the server on the network 13. FTP 14. Introduction to server-side scripting (using PHP) a. Server-side vs. client-side scripting 15. CSS a. Ways in which CSS can be used 1. In-line 2. Embedded 3. Linked (External) 4. Import* (support issues still remain with Import) b. Style Rules 1. Selector 2. Declaration 1. Property 2. Value c. IDs vs. classes d. Box Model 1. content 2. padding 3. border 4. margin e. Positioning 1. Normal Flow 2. Static 3. Relative 4. Absolute 5. Float 6. Multiple columns (2 and 3 column layouts) 7. Clear 8. Z-index 9. Overlapping elements 16. XML a. XML declaration b. Comment c. Root element d. Node e. Child node 17. DTD 18. ECMAScript/JavaScript a. Rollovers 19. Accessibility 20. Information Architecture a. Definition b. Components 1. Organization 2. Labeling 3. Navigation Systems 1. Global Navigation 2. Local Navigation 3. Contextual Navigation 4. Searching c. Orientation 1. Where am I? 2. Where can I go? 3. Where have I been? d. User Centered Design 1. Basic steps in user centered design 2. Rapid prototyping with paper 3. User testing e. Supplemental Navigation Systems 1. Sitemaps 2. Indexes 3. Guides f. Iterative Design (Paper > Functional > Version 1 > Version 2 > etc) g. Wayfinding 21. Interaction Design a. Levels of Interactivity 1. Access to content 2. Chooosing path through content 3. Environmental changes b. Design strategies 22. Design and development strategies a. Scope b. Research c. Proposals d. Documentation e. Project management f. Asset management g. Time management h. Prototypes (paper mockups, sketches, models) i. Iterative design (versioning) j. Goal Oriented Media


Example class structures, projects and assignments: http://imamp.colum.edu/mediawiki/index.php/Authoring_Interactive_Media